But now 1.1 is out with all the good stuff. The most important part that all the reported bugs been fixed and no more weird float values!
The new features are basically new saved data types, now you can save:
String
Float
Int
Bool
Vector2
Vector3
Map name
Location
Rotation
Transform
And still the same rule! Save with one node and load with one node. nothing fancy required from you, rather than giving a remarkable names for the saved data
Just bought it! Thank you for making this. I’m still kind of bewildered by how much work is involved in making a simple save & load system for UE4. Hopefully your plugin will smooth things over for me.
Is this just a way to store certain values inside a running game, or can i store current game snapshot - quit the game - restart the game and then load my progress? Are there any text files generated, or can i use this to connect to a database and store my save player game state data?
In case the tool description is not clear at the store, here it is:
The Easy Save & Load do save variables (the defined one in colors) inside Epic games encrypted file format (*.sav) file, which is locally at the game installation (or editor project files). All that should be done with lots of steps and nodes connection, just to save one value. And so as for the load values.
The tool job, is jus save a value using one node, and load a value using one node! And all saved to desk, not memory. Which means you can save the score, and load it later any time.
I tried the savetool too, but it was so complicated for stuff to setup.
When you have up to 10 different assets to store, i think the tool is nice, but with more of that, it is very timeconsuming to setup, or did i something wrong?
I have a question regarding iOS and Android. Saving works fine on the devices, but my question is what happens to the save files in the case of updating the app. Lets say that I upload a new version to the App Store and my user installs it. What happens to the saved files?
Sorry to hear about the bad experience you got with the tool. But it was clear here in the post, and so as in the market page, that the tool save variables , things like (String, Float, Int, Bool, Vector2, Vector3, Map name, Location, Rotation, Transform).
And to be honest with you, it is very easy to use the tool in order to save all the actors state in the map. You can just create a for loop that save (whatever values you want per actor), and do the same thing for loading.
What matters for engineers, is “variables”, and as long as we create variables we keep inviting things. The same applied to save and load, as long as we can save variables, we can load them, and use them to do anything